Mar 312012
 

As promised here are the character sheets for the player-characters in the Silvervine Campaign.  The sheets themselves are copyright Silvervine Games.  You can download their fillable, saveable forms for free from their website: http://www.silvervinegames.com/uploads/Svg/svgcyrussheet-031310forms.pdf.

Will Powers – SVG character sheet

Squirmy – SVG character sheet

Bonsai – SVG character sheet

Professor Morah – SVG character sheet

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Mar 272012
 

Well, here it is, the last episode from our second session in the Silvervine campaign.  I appologize for the lack of humor and action.  I did have a fight ready to go, but it was just too much fun following what the players were doing.  So consider this a “behind the scenes look” at shared world-building.  In this episode, the “heroes” hire some employees for their newly acquired tavern, and we discuss possible future plot hooks.  I do hope you are entertained and enlightened and disturbed.

SV Session 2.3

It seems a little chaotic, but that is how I like to run a game; and I find such a technique highly successful too.  It avoids the dreaded “GM Railroad” and gives the players more control.  Essentially, I create several plot hooks, and see which ones the players nibble on.  With each plot hook I brainstorm several possible outcomes that the PC’s are likely to take, and then I create even more options from there.  That might sound like a lot of extra work, but it isn’t.  Whatever plot hook or adventures the PC’s don’t take now can still be used later – sometimes as-is, sometimes just slightly “re-skinned” or modified.

For example, in this episode, the players have several choices:

  1. Explore the Sewer – a classic dungeon-crawl, Silvervine style (this might tie into Squirmy’s and/or Professor Mora’s character-arc)
  2. Bounty Hunt – from the bulletin board at the other tavern (this one ties into Bonsai’s character-arc)
  3. Monster Hunt – also from the bulletin board, this is more about exploring the world and creatures of Cyrus
  4. Mechanist Machinations – also from the bulletin board; a favor-within-a-favor adventure
  5. Sob Stories – they hear tales of woe from customers and try and help (think Knight Rider or Person of Interest)
  6. Will’s Mentor – dragon elves are supposed to have mentors, Will lost contact with his long ago . . .
  7. Political Shake-Up – Why was Professor Mora “fired”?

As you can probably tell, some of the above are more fleshed-out than others.  And for each one there is at least two outcomes based on success or failure.  Some even have multiple middle-ground possibilities.  The key is to think “What thingS are likely to happen?” rather than “What do I think would be cool?”  The “S” on “things” is intentionally highlighted.  Consider multiple possibilities; consider the interests of each player and the potential development of each character.  Some adventures are likely to favor or spotlight one character over the others.  This is fine, so long as each player has his/her turn as the campaign progresses.

Also, we haven’t yet gotten together for our third session.  So next week I might just do a podcast on the Silvervine system itself so that those not familiar with the system can follow along with the mechanical jargon.  So stay tuned and keep rolling!

Oh, and my favorite line of this episode:

Ryan/GM: “Do you even have an alignment?”

Mike/Squirmy: “Me and my can.”

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Mar 132012
 

In this, the first episode of our second session, I discover the what happens when I, as the Game Master, don’t have a strict railroad for the players to follow. I had no adventure plan going into this session. I did have about half-a-dozen ideas for bringing Danny’s character (later named Professor Mora) into contact with the others, but none of them were very fleshed-out. I floated even briefer descriptions of those options before the group, and got a feel for which direction the group would have the most fun with. The rest I completely ad-libbed. Seriously, I came up with each scene, each NPC, on-the-fly. Some call this “reactive” GM’ing. Some call it “winging it.” Some call it lazy. I call it a lot of fun! Beyond the meet-and-greet, and bringing Danny up to speed on the rules and the game-so-far, I had no goals, no real “tasks” for the group to accomplish. Any and all of that was provided by the players.  I’m not bragging.  If anything, I’m trying to place the blame on them.

SV Session 2.1

I really love Silvervine’s emphasis on “shared story telling.” And I greatly enjoy working with the players to build the world together. Silvervine’s Cyrus setting leaves a lot of room for GM’s and players to create – It gives enough background, history and structure, with a lot of openness for each group to make the game their own. So come back next week for our next episode and experience just how little control I maintain. And I’ve got to say, I am really impressed with everyone’s role-playing skills. Mike, Danny, and Matt are all veterans, but it had been quite a while since any of us had really been around a table like this – especially for Danny who couldn’t make it to the first session. It’s just amazing how well each of them really expressed their characters (especially if you knew how little they put into their backgrounds).

Oh! And don’t forget.  Please place your vote for your favorite phrase of the campaign so far.  In the comments just tell us which you prefer – “Cabbage-Banana-Hammock” or “Retarded Etch-a-Sketch.”

 

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Mar 072012
 

Well folks, here it is, the final episode of our first Silvervine session.  It’s the conclusion of our battle with Najaris.  Things get pretty messy, and pretty hilarious.

SV Session 1.6

Again, major kudos and thanks to John Arcadian for running this little insane asylum!  I had a blast, so much so that I took the reigns for our second session.  So stay tuned, Session 2 will be coming soon!

 

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Feb 282012
 

Wherein we continue to make “friends,” get healed, shakedown a corrupt cop, flash some dwarven-gang signs, become legends (in our own minds), and finally arrive at our destination – the Original/Old Thieves’ Guild!  No doubt the party has learned a lesson and will behave in a more rational, civilized, and polite manner.  (And if you believe that one, I own this sweet bridge in Brooklyn that I’m looking to sell real cheap.)

SV Session 1.5

Oooh, a cliffhanger ending.  Bonsai and Najaris are trading hits and insults while Will and Squirmy keep the guards entertained.  How will it end?  Tune in next time and find out.

And in case you missed it, here’s my favorite line from this episode:

                SQUIRM: I do believe I will strut in as ten chickens.

                WILL: Why ten?

                SQUIRMY: Ten seems like the appropriate number of chickens to make up a human body.

(Heeheeehaaahahaaa. O Mike, you so crazy!)

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Feb 212012
 

Here is the next chapter for your listening pleasure!

Due to some logistical issues we did not get Episode 3 post last week as planned.  Therefore we are posting both Episodes 3 & 4 today!  It’s a two-for-one special of Role-Playing action/hilarity/insanity/fun.

In this episode the group runs afoul of the local authorities.  Shocking right?  I mean, how could a three-foot tall anthropomorphic flying squirrel, a mass of worms in its own steam-powered flying tin can, and a drunken elf get into trouble so quickly?  You know, after reading that sentence again, it’s a miracle we didn’t run into trouble much, much sooner.

SV Session 1.4

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Feb 212012
 

Our third installment is now up for your listening pleasure!

In this episode we form our own vaudeville company, accept our first official job, conduct some player-vs-player skill tests, start a parade, and take Squirm’s Can for a little test-drive.

SV Session 1.3

“Let’s go find this beast,” spoken by Will Powers.  Are these words a mere foreshadowing of the adventure ahead, or a portent of our doom?  Find out next time in our continuing adventure!

 

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Dec 012011
 

Introduction

It all started on a rainy Saturday morning. I was spending the weekend visiting my cousin Lance. We were supposed to ride four-wheelers, but the bone-chilling downpour dashed those plans. So, we did what most adolescent males did in 1988. We turned on that 8-bit wonder, the Nintendo Entertainment System. After some Ninja Gaiden and Contra, we slid in Final Fantasy. The music entranced me, the graphics befuddled me, the gameplay bonded to me. The game touched me mentally, emotionally, physically, and spiritually. It was a whirlwind weekend romance that I would never experience again. A few years later, I received a Super Nintendo for Christmas, and by Easter had finally saved enough money to purchase Final Fantasy II. I ate, slept, and breathed that game; until Final Fantasy III came out.

Those games, and others like them (oh ChronoTrigger, how I miss thee), engaged me unlike any other. Undoubtedly, it is the level of story-telling which goes into those games which makes them the best. And as great as they were (and still are), and as much as I loved them (and still do), I always felt like something was missing – as though the experience could be so much more personal and interactive in a way that would really allow me to be a part of the game, and not just an almost passive observer. I didn’t know it at the time, but video game RPG’s had become my gateway drug to a deeper addiction.

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